Nicole Tanner - Associate Editor, Expanded Audience I was super skeptical of the Move when I got my hands on it last week. Even before picking up one of the glowing controllers, I hadn't really seen anything that was that different than what we've all seen and played on the Wii. Unfortunately, my hands-on time didn't do much to convince me otherwise. Granted, all of the games on display were pre-alpha, which means there could be a lot of improvements made before they actually launch, but what I saw was pretty unimpressive.

Sony jammed "precision" down our throats at the presentation, but none of the games felt very precise at all. That was disappointing because the technology behind the Move should be able to deliver a better experience. The only game that held my attention at all was EyePet because it actually made creative use of the PlayStation Eye and Move together. We've still got lots of time before launch, so hopefully Sony can improve the software situation to show us exactly what the Move is capable of.

Party games seem to be the norm so far.

Craig Harris - Executive Editor, IGN Even though it feels like everyone's in the Natal camp, I've been more excited for Sony's offering leading up to its debut. When the development team showed off its demo at last year's E3, the one where the sword, baseball bat, golf club, etc. would overlay right on top of the controller and move with 1:1 precision, I could see that the potential was there.

That same demo was tucked away with the rest of the newer offerings at the Sony event at GDC, so I could play around with that toolkit to see just how 1:1 the PlayStation Move is. The device performed just as demonstrated: I held a whip, a gun, a paint brush and, thanks to the light and motion tracking, the device kept up with my hand motions exactly.

This augmented reality experience was converted into a multiplayer game called Move Party, which, honestly, isn't much more than just an EyeToy experience. But now you've got a handheld device tracking the motions, and you don't have to deal with people walking behind and screwing up your progress with their body movements. The motion tracking continued to impress with games that required hair trimming, picture painting, and fan blowing, keeping up with the subtle twists of the controller to stay in tune with the precise position.

This amazement was short-lived with the other games, which weren't much more than HD Wii experiences. The Shoot was a rail shooter along the lines of many Wii-centric point-and-shoot experiences, but the lag – something that feels attributed to the PlayStation Eye's image being constantly behind real life by a frame or two – was hard to ignore. The dreadfully terrible Brunswick Bowling that's already available on Wii was on display in an incredibly early, pre-alpha form, but considering the developers couldn't match what Nintendo did in Wii Sports, I'm not holding much hope for the PlayStation 3 port, not with the budgets that Crave offers its developers.

The technology is almost there, but are the games?

Sony knew it couldn't hide from the fact that it was copying Nintendo's direction with its PlayStation Move controller, in look, capabilities, and in the sub-controller that looked suspiciously like the Nunchuk. Clearly, that's why it congratulated Nintendo on its success and driving videogames down a whole new path with the Wii remote.

There's no question that Sony's come up with a solution that's stronger than Nintendo's, but seeing some of the limitations in place that weren't related to the augmented reality style, it's clear that it's still not a perfect piece of hardware. Plus, because it's going to be a supplement to the PlayStation line and not a requirement, support will most likely be slow and most definitely be optional.